[hlcoders] Axis Ranges

2009-08-17 Thread Janek
Hi all, I would like to know what are the axis range in terms of units : is it -4096 to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096) or higher than than lik -16384 to 16383... ? I'm very interesting in knowing the real range of each axis. Thank you in advance for ya help.

Re: [hlcoders] Axis Ranges

2009-08-17 Thread Tom Edwards
Axis of what? Janek wrote: Hi all, I would like to know what are the axis range in terms of units : is it -4096 to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096) or higher than than lik -16384 to 16383... ? I'm very interesting in knowing the real range of each axis.

Re: [hlcoders] Axis Ranges

2009-08-17 Thread Harry Jeffery
He means the world boundaries. It's all defined in worldsize.h 2009/8/17 Tom Edwards t_edwa...@btinternet.com: Axis of what? Janek wrote: Hi all, I would like to know what are the axis range in terms of units : is it -4096 to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096)

Re: [hlcoders] Axis Ranges

2009-08-17 Thread Janek
Sorry for my bad initial demand. As specified by Harry I was speaking about x, y and z axis. Looking at worldsize.h I can see following settings which are answering my question: #define MAX_COORD_INTEGER (16384) #define MIN_COORD_INTEGER (-MAX_COORD_INTEGER) #define MAX_COORD_FLOAT

Re: [hlcoders] Axis Ranges

2009-08-17 Thread Tom Edwards
Well of course - you can be standing at (0, 16384) and trying to trace to (0, -16384). Janek wrote: Sorry for my bad initial demand. As specified by Harry I was speaking about x, y and z axis. Looking at worldsize.h I can see following settings which are answering my question: #define

Re: [hlcoders] Axis Ranges

2009-08-17 Thread Janek
Sure you can. I was just surprised seeing a check between -32768 and +32768 where it should be between -16384 and +16384. Itis done intentionaly so... sounding really weird in my mind. J. 2009/8/17 Tom Edwards t_edwa...@btinternet.com Well of course - you can be standing at (0, 16384) and

[hlcoders] Creating a physics entity?

2009-08-17 Thread Dark Cheshire Cat
Greetings, I have been a fan of the game and level design in general for some time. I am getting my feet wet in regards to HL2 coding. My current project necessitates the creation of some new spherical entities similar to the roller mines. That is, they need to be able to roll at will, but

Re: [hlcoders] Creating a physics entity?

2009-08-17 Thread Jonas 'Sortie' Termansen
How about simply reading how they wrote the Rollermine in the code? Greetings, I have been a fan of the game and level design in general for some time. I am getting my feet wet in regards to HL2 coding. My current project necessitates the creation of some new spherical entities similar to

Re: [hlcoders] Creating a physics entity?

2009-08-17 Thread David Kraeutmann
Look at VPhysicsInitNormal. On Mon, Aug 17, 2009 at 8:36 PM, Dark Cheshire Catdarkcheshire...@gmail.com wrote: Greetings,    I have been a fan of the game and level design in general for some time. I am getting my feet wet in regards to HL2 coding. My current project necessitates the creation

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Ryan Sheffer
I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki for all to view. http://developer.valvesoftware.com/wiki/Grapple_Hook I am sure it would come in handy, all you would need to do is get a barnacle weapon view model and world model going, and perhaps change the color of

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Matt Hoffman
Ahaha I love you. Not that I needed it for barnacles, but I love grappling hooks. Will defintly implement this into my mod, thanks! On Mon, Aug 17, 2009 at 2:38 PM, Ryan Sheffer darksk...@gmail.com wrote: I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki for all to

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Gabriel
Thank you so much! I will take a look at it! Gabriel Smith On Aug 17, 2009, at 5:38 PM, Ryan Sheffer darksk...@gmail.com wrote: I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki for all to view. http://developer.valvesoftware.com/wiki/Grapple_Hook I am sure it would

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Matt Hoffman
Doesn't appear to work for OB SP. Compiles fine, added it to the c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple, C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a weapon_crossbow weapon script and renamed to weapon_grapple to no dice. Just get: ]

Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Ryan Sheffer
It needs to be included in the client and server code, no weapon stub is needed. Here is the weapon script. // Grapple Hook WeaponData { // Weapon data is loaded by both the Game and Client DLLs. printnameGRAPPLE HOOK viewmodelmodels/weapons/v_crossbow.mdl